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BuildingaHighPerformance3DGamesforWindowsPhone AdamSchaefferMicrosoftCorporation SESSIONCODE WPH308 ConsistentsetsofhardwarecapabilitiesdefinedbyMicrosoft WindowsPhone7Hardware ResolutionTouchInputCPU GPURAMHardwarekeyboardisoptional TheCPU TheEvolutionOfProgramming Lowlevelcontrol Straighttothemetal Rawperformancetuning Highlevelabstraction Relyoncompilerandruntime Developerproductivity WhyC r0 x0rz Powerfulandexpressive Typesafetyreduceshard to track downbugs Reflection Initializersyntax Greattooling IntelliSense SimilarenoughtoCthatlearningandportingareeasy Blazinglyfastcompiles C NETonWindows Usuallywithinafewpercentofnativeperformance Awesomegenerationalgarbagecollection Performanceshootout RaymondChenvs RicoMariani NETonXbox360 360 Significantdeltabetweenmanagedandnative NETCompactFrameworkSimplisticmark and sweepgarbagecollection XboxisnotageneralpurposecomputerUnforgivingin orderCPUarchitectureRequirescustomVMXinstructionsforoptimalmathperfSecurityarchitectureposeschallengesforjittedcode NETonWindowsPhone7 InbetweenWindowsandXbox360 NETCompactFrameworkKeepaneyeongarbagecollection ARMv7CPUMoreforgivingtowardjittedcodeARMjitterismorematurethanPPC WaysToCallCode Instancemethod Interface Delegate event Reflection Virtualmethod ChooseYourOwnAddress C allowsindependentchoiceof NETtypesdictatetheirallocationandusagesemantics DatatypeThememoryinwhichatypelives placementnew Howatypeinstanceisreferenced T T T constT Valuetypesint bool struct Vector3Referencetypesclass array string delegate boxedvaluetypes APopularMyth Oft repeatedwisdom Valuetypesliveonthestack Referencetypesliveontheheap Bydefault preferclassoverstructure Usestructforthingsthatare classvs struct Small 16bytes Shortlived Passlargestructuresbyreference Matrixa b c c Matrix Multiply a b copies192bytes Matrix Multiply refa refb outc MemoryManagement GarbagecollectionisnotoptionalCan thavetypesafetywithoutautomaticmemorymanagement MarkandSweep Triggeredpermegabyteofallocation 1 Startswithrootreferences stackvariables statics 2 Recursivelyfollowsallreferencestoseewhatotherobjectscanbereached 3 Anythingwedidn treachmustbegarbage 4 Compactstheheap slidingliveobjectsdowntofillholes 5 Frameworksdesignedforperformance Frameworksdesignedforperformance TwoWaysToKeepGCHappy MakeitrunLessOften Ifyouneverallocate GCwillneverrun MakeitFinishQuickly Collectiontimeisproportionaltohowmanyobjectreferencesmustbetraversed Useobjectpools Simpleheap fastcollection Usevaluetypesandintegerhandles GC Collect Explicitlyforcesagarbagecollection UsewiselytogiveyourselfmoreheadroomAfterloadingDuringpausesingameplay Don tcalleveryframe AvoidingAllocation Bewareofboxing stringvs StringBuilder UseWeakReferencetotrackGCfrequency UseCLRProfileronWindowsSeeMIX 10talk DevelopmentandDebuggingToolsforWindowsPhone7Series Use NETReflectortopeekbehindthecurtainhttp www red TheGPU Plushardwareaccelerated2Dspritedrawing FiveConfigurableEffects BasicEffect SkinnedEffect EnvironmentMapEffect AlphaTestEffect DualTextureEffect BasicEffect 0 3directionallightsBlinn PhongshadingOptionaltextureOptionalfogOptionalvertexcolor BasicEffect DualTextureEffect DualTextureEffect Forlightmaps detailtextures decalsBlendstwotexturesSeparatetexturecoordinatesModulate2Xcombinemode A B 2 Goodvisualsatlowpixelcost AlphaTestEffect ForbillboardsandimpostersAddsalphatestoperations pixelkill StandardblendingisfreewithalleffectsOnlyneedalphatestifyouwanttodisabledepth stencilwrites AlphaTestEffect SkinnedEffect SkinnedEffect ForanimatedmodelsandinstancingGamecodeanimatesbonesonCPUVertexskinningperformedbyGPUUpto72bonesOne two orfourweightspervertex EnvironmentMapEffect EnvironmentMapEffect Oooh shiny Diffusetexture cubeenvironmentmapCheapwaytofakemanycomplexlightsFresneltermsimulatesbehaviorwhenlightreachesasurfaceandsomereflects somepenetrates ABalancingAct Framerate NumberofPixels PixelCost BalancingFramerate Framerate 30hzrefreshrateNopointupdatingfasterthanthedisplay Game TargetElapsedTime TimeSpan FromSeconds 1f 30 ABalancingAct PixelCost PrefercheapereffectsMinimizeoverdrawManyknownalgorithms Distance frustum BSP sortfronttobackImplement overdrawx raymode DrawuntexturedwithadditiveblendingBrighterareasindicateoverdraw ABalancingAct NumberofPixels 800 x480is25 morepixelsthanXbox1GreatfortextToomanypixelsforintensivegames800 x480 384 000pixels600 x360 216 000pixels 56 DedicatedhardwarescalerDoesnotconsumeanyGPUHigherqualitythanbilinearupsampling ScalerDemo XNAFrameworkAPICheatSheet Summary Greatperformancecomesfromgreatknowledge Understand Actions Valuetypesvs referencetypesGarbagecollectionC compilermagic foreach iteratormethods closures Costofthedifferentgraphicaleffectoptions UseCLRProfilerand NETReflectorRendersmallerthandisplayresolution relyonscaler 2010MicrosoftCorporation Allrightsreserved Microsoft Windows WindowsVistaandotherproductnamesareormayberegisteredtrademarksand ortrademarksintheU S and orothercountries TheinformationhereinisforinformationalpurposesonlyandrepresentsthecurrentviewofMicrosoftCorporationasofthedateofthispresentation BecauseMicrosoftmustrespondtochangingmarketconditions itshouldnotbeinte
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